Character Creation

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UNDER CONSTRUCTION

THE INFORMATION ON THIS PAGE IS CURRENTLY OUTDATED, THE ENTIRE PAGE IS GETTING A FACELIFT OVER THE COMING HOURS.


Point Allocation

Allocation Rules

There are two rules dictate how many points you can spend, and when they max out:

  • Every Character, regardless of anything, has exactly 8 points to spend between the Talents listed under 'Talent's List'.
  • Every Talent can only have up to 3 points invested in any of them. But you can only have a maximum of one level 3 Talent.
  • To learn how to show allocation, Look at the Character Application templates in the discord

Ability Totals

Every Character, no matter their Race, age, or creed, has the same amount of Talent Points to spend: 8 Talent Points that they can allocate to any Talent Subcategory. At a baseline, every character starts with the following Ability Totals:

  • Constitution:- 15
  • Strength:- 6
  • Dexterity:- 6
  • Scrutiny:- 6
  • Mystics:- 0
  • Cursed:- 0

These Ability Totals increase with every Talent Point invested in a specific Talent Subcategory, so be sure to read the instructions on each of the Ability Sections and Talent Point Investment segments carefully. Each of the Ability Totals listed is capped at a maximum of 20 (Except for Constitution), meaning that even if all 8 Talent Points were invested in, say Strength, for example, the total cannot exceed 20 under the Strength Ability Total. Any Talent Point assignments that would exceed this limit cannot, unless otherwise stated in their Talent Point Modifier description. Mystics and Cursed Path have their own rules. They do not have a default Ability Total as they grant specific spells within each of their Magic Schools/Cursed Race paths. As such, these Categories are placeholders but also increase with a specific amount (As specified in their sections.) These will come into play later on in time but for now, just give DMs a general idea as to a Character’s familiarity with those subjects for dice rolls in Progressions/Newslets. Learn about the Combat System for a guide to the Galudon Combat Roleplay system

Talents List

Ability Modifiers and Talent Skills

By default, every Talent Point investment has some sort of Ability Modifier. Ability Modifiers can be additional points to place in your Ability Totals (Constitution, Strength, Dexterity, etc), additional Talent Point investments and in some cases, character skills. Character skills will be explained below with each of the Skills listed, but pertain primarily to combat. You may also be granted access to unique abilities in game, such as gaining a familiar, getting progression/newslet benefits or even unique in-game builds. When you invest Talent Points in a specific Talent Point subcategory, you gain all the benefits listed. If you invest more than one point, you gain all the perks from the previous tiers also, but you do not stack the base Ability Point boons from that Ability Category. For example, for every one point you invest in a specific Talent subcategory under Constitution, you gain +1 overall in your Constitution Ability Total. But if you invest 2 Points in a specific Talent subcategory under Constitution, you gain +3 overall in your Constitution Ability Total. For 2 Points, you only get the +3 overall Constitution Ability Total and not the +1 from the 1 Point investment. They do not stack.

Talents

Talents are useful for direct comparisons when Characters compete, and general skill checks, like Constitution to maintain a jog or Strength to hold a door closed. There are six talent categories:

  • Strength dictates your character’s total Strength. Generally speaking, the Strength Ability total will primarily derive from your character’s martial combat prowess.
  • Constitution dictates your Hit Point total. Maintaining a healthy mindset and lifestyle (by placing Talent Points into Constitution Talent Categories) increases your overall Hit Point score
  • Dexterity dictates how limber your character’s body has become through practice, tutelage, and plenty of repetition.
  • Scrutiny dictates how experienced your character is in perceiving the world around them and represents perceptiveness and intuition.
  • Mystics the magical capabilities of characters. There are no Talents to invest in here, as they follow specific magic schools with their own tiers of spells.
  • Cursed dictates all Cursed Races
Talent Category Talent Subcategory(Each of these Talents has a 3 point investment limit)
Constitution Gardening, Sports, Animal Husbandry, Wayfarer, Smithing, The Arts, Cooking
Strength Finesse Melee-Combat, Martial Melee-Combat, Heavy Melee-Combat, Brawn (Unarmed), Traditional Ranged Combat, Firearms
Dexterity Sleight of Hand, Stealth, Gymnastics, Engineering, Mining, Shielding
Scrutiny Perception, Academics, Medicine/Alchemy, Navigation, Warfare, Black Market Knowledge,
Mystic Chaos Weavers, Dreadbinding, Galecasters, Gladewalkers, Hellcasters, Spellbinder, Technomancy, Thanotic Sorcery, The Last Remnant, Tundramancy, Virotechnia
Cursed Aurumvitae, Vampires, Werewolves

Combat System

How does Combat work?

Galudon’s Combat roleplay system revolves around four crucial factors, each playing a significant role in determining your character's performance in battle:

Constitution: Represents your hit points, determining your resilience in battle.
Strength: Reflects your prowess in delivering attacks during combat.
Dexterity: Measures your agility and ability to dodge incoming attacks.
Scrutiny: Measures your quick wit and initiative order.

In any combat scene, Roll Strength ability total to hit, and Dexterity to dodge. The highest roll prevails. You have the freedom to flavour these rolls according to your character's unique abilities as long as the essence of the game remains intact.

When a player hits 0 HP, they are incapacitated and require healing. While a killing blow can be dealt, it's not mandatory. If your character dies, there's no need to worry! Revival is possible within the game's Revival Mechanics, providing a safety net and allowing players to focus on the thrill of combat rather than the dread of permanently losing a character.

Advantage vs Disadvantage

Now, let's discuss a crucial part of increasing your chances of succeeding in our CRP system: Advantage and Disadvantage. Influenced by Talent Point Investments and Skills, these modifiers can turn the tide of battle in your favour or against you.

  • Disadvantage: Players incur a disadvantage in various ways, either using weapons and skills they aren’t proficient in or being under the effects of an ability or spell. This requires rolling two Ability Total rolls, using the lower of the two results.
  • Advantage: Advantage provides a boon to characters with certain Talent Point investments or Skills. In this case, players roll two Ability Total rolls, selecting the higher result for their attack.
  • Opportunity Attack: An attack of opportunity occurs when an opponent seizes the opportunity to strike with advantage. This reaction triggers if a player moves 2 blocks away from their opponent within their turn. Essentially, the opponent can attack with advantage, meaning they have a better chance of hitting their target.

Movement

  • Disengage Action: Players must take a disengage action to utilise their full movement potential and leave combat. When a character attempts to disengage, they must roll their Dexterity against the Dexterity of opponents within range. Failing this check allows the opponent to launch a free out-of-turn attack against the fleeing character, with Advantage, if the attacker's Dexterity roll exceeds that of the fleeing character. When a player intends to move more than 15 blocks away from their opponent, they must roll disengage or return to their previous spot.

Evasion Points

  • Bonuses such as the +4 Dexterity bonus from using a Finesse weapon are not counted when determining Evasion Points (EP).
  • For every 2 points of Dexterity above 6, the player gains 1 additional Evasion Point (EP).
Using Evasion Points
  • By spending 1 EP on your turn, you can successfully evade an opponent's attack.
  • EP can also be spent to disengage from combat. For every opponent within opportunity attack range (2 Blocks), spend 1 EP to disengage without a roll.
  • EP is fully recovered at the end of a combat scene.

Initiative

The initiative system in Galudon's combat ensures a fair and dynamic combat environment where every player's action is meaningful and contributes to the flow of the game. At the outset of combat, all players roll their Scrutiny Ability Total to determine the initial attack order.

  • Tiebreaker: In the event of a tie, the tied players roll initiative again to resolve the deadlock and determine the precise sequence of combat actions.

Magic/Range

  • Standard Range: By default, all ranged and magical attacks have a maximum range of 15 blocks (emote range). Exceptions may exist based on specific Talents or Skills detailed in the system.

Skills

In some cases, Talent Point Investments may grant your character particular skills. These skills have their own mechanics and cooldowns and may be found on the Skills page.